Sharp eyes. No apologies.
Product & game designer at Venn Studios↗︎.
// what I do
Game HUD · Menus · Web · Standards
Responsible for the entire digital experience across the studio — Venn Studios' website, Rogue Reigns' and Paradoxical's web presence. Designed the in-game HUD and prototyped the main menu with custom physics interactions. Wrote the studio-wide UI/UX guidelines and document design standards.
Systems · Balance · Narrative architecture
Authored card descriptions, mechanics, names, and functionality for Rogue Reigns. Full critical analysis of the card system across all player classes. Documented leading deckbuilder and narrative-driven games as design references. Performed lore consistency audits across the project.
Conventions · Observation · Analysis
On the floor at GDC, Tokyo Game Show, BCN Game Fest, Milan Games Week, and Gamescom LATAM — collecting feedback, observing what players do (not just what they say), and translating those insights into actionable changes for the team.
HUD elements · Game assets
Creating visual assets for Rogue Reigns — HUD elements, UI artwork, and standalone pieces. Bridging the gap between design intent and in-game visuals.
Python · JS · Playwright · Claude Code
Built some of the studio's internal tools: a document-processing pipeline for branded outputs, a feature-rich Discord bot for community management, analytics tools for understanding community engagement patterns, and an interactive lore timeline.
ROI · Market · Platform submissions · Go-to-market
Convention ROI analysis and playtesting research methodology. Competitive analysis of successful indie studios in emerging markets. Multi-platform submission process research across major storefronts. Crowdfunding go-to-market strategy including regulatory and logistical research.
Press releases · Guides · Reports
Wrote press releases for both games across multiple events. Created internal event preparation guides and team documentation. Organize notes from key meetings I attend on the studio's behalf. Defined the studio's document design standards.
// what I've built
Venn Studios' flagship title. Designed the in-game HUD and prototyped the main menu with custom physics interactions. Wrote card descriptions, mechanics, names, and functionality. Contributed to mechanics reconstruction and lore development. Conducted a full critical analysis of the card system across all player classes, referencing leading deckbuilder and narrative-action titles. Provided art feedback for both the digital and physical game. Led player research at every convention.
Venn Studios brand redesign. Built from the original logo's intent, pushed into modern, timeless territory — Venn isn't just a games studio, it also produces technology, and the identity had to carry both. Full system: logo, typography, palette, and motion intro.
Venn Studios' perception-bending puzzle game. My role: collecting and synthesizing player feedback across Tokyo Game Show, BCN Game Fest, Milan Games Week, and GDC. Observing how players actually interact with the puzzles and feeding those insights back to the team.
Built parts of the studio's internal infrastructure: a document-processing pipeline for branded outputs, a feature-rich Discord bot for community management, analytics tools for understanding engagement patterns across YouTube content, and an interactive lore timeline.
Contributed to the design of Venn's custom internal platform. Independently designed a knowledge-management system for tracking narrative and gameplay relationships — with relationship mapping, visual graph navigation, and AI-assisted organization (AI helps manage content, not create it). Built to scale across complex game worlds with hundreds of interconnected entries.
// where I've been
Sep 2025
First international showcase. Focused on Rogue Reigns — observed how Japanese players approached the deckbuilder differently from Western playtests.
Oct 2025
Barcelona. Solo exhibitor — represented both Rogue Reigns and Paradoxical alone. Tracked what confused players vs. what they said confused them — often different things.
Oct 2025
Paris. Attended as a scout — evaluating whether the event would be worth exhibiting at, documenting ideas and observations for the team.
Nov 2025
Responsible for Rogue Reigns across both versions. Mastered the physical card game for players and collected feedback. Presented the digital version, observed gameplay, and gathered insights.
Mar 2026
San Francisco. Collected player feedback for both Rogue Reigns and Paradoxical — observations directly shaped design iterations for both games.
Apr 2026
Latin American market — Venn's home turf. Managed the team on the floor, gave press interviews, and joined strategic meetings.
// say hi